SBMM is kind of implied in the teammate problem.
With SBMM, you can rely on your team. This goes for all brackets of SBMM - you go higher in team based SBMM by being a better team player so people are generally incentivized to try. There’s the absolute bottom bracket filled with trolls, but you’ll only get that low if you are a troll yourself.
Without SBMM, your team can range from absolute top percentile to “hold W and keep spamming smoke.” without rhyme or reason.
As such, SBMM is a pre-requisite for teamplay oriented game design.
For me at least, that would be sufficient. What annoys me most is driving a painfully slow conqueror or similar tank and by the time I get into position (~1-2 minutes), there’s already a bunch of aircraft in the air dropping bombs.
Sticking with competetive games since SBMM, I want CAS to be like one team going for roshan or rapier - they get a significant, undeniable advantage but the opportunity cost of doing so should require either significantly better performance to do it risk-free, or make messing up costly (ergo - suicide bombing and similar should not be a “shrug and respawn”).
With SB controls, a lot of asymmetry is removed as well thus my belief that GSB would improve the CAS experience on the receiving end.
This I agree with. I’ve no idea how to make it viable though.
Given how gaijin has been treating ASB, my hopes are negative for positive change. I do wish for a GRB/GSB game mode where circles are ditched in favour of actually impactful battlefield objectives (say, big map with forward spawns, resupplies) and no more "everyone is funneled down a narrow alleyway ala new holland.)
But given that bug reports about actually potentially interesting objectives get “not a bug” when it’s clearly a bug (Sabres flying M1.3 at 7.0-8.0 BR brackets that even 11.0~ planes can’t catch)? Yeah, not worth the faith.